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Omnimaga
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Serenity
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Serenity
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Topic: Serenity (Read 64766 times)
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: Serenity
«
Reply #105 on:
September 02, 2009, 01:41:17 am »
Nice to see you're working on this again
Keep up the good work
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Builderboy
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Would you kindly?
Re: Serenity
«
Reply #106 on:
September 07, 2009, 10:24:03 pm »
Alright, I have designed all the rooms and puzzles for Sector 1, so now i can begin construction. I also have been working on the cutscene/dialogue, and I have a little screenshot to show how the new talking system is going to work
Now this was being run at 83 speed, so I had to set the scroll speed at max (its adjustable
) and consequently I was not able to demonstrate the neat skipping action which can be accomplished, although i might want to redesign it, because that would mean that people with 83's would not be able to skip
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Eeems
Mr. Dictator
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little oof
Re: Serenity
«
Reply #107 on:
September 07, 2009, 11:14:37 pm »
wow that's pretty cool!
I need to make something like that!
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Builderboy
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Re: Serenity
«
Reply #108 on:
September 07, 2009, 11:28:19 pm »
I needed to create a Text display system that took up as little space as possible, so that dialogue could take place at the same time as characters moving around and stuff. I like the result, and you will be able to control the speed of the scrolling in settings
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Mr. Dictator
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little oof
Re: Serenity
«
Reply #109 on:
September 07, 2009, 11:44:49 pm »
ah cool
well...hmm I might have to play around with my text method...
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DJ Omnimaga
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Re: Serenity
«
Reply #110 on:
September 08, 2009, 02:33:14 am »
looks very nice! It reminds me in one of my old RPGs in 2001, for text I used the Pause "Text" command to save space on both instructions and the screen and if people alerady read the text they could skip without scrolling left/right.
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Builderboy
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Re: Serenity
«
Reply #111 on:
October 01, 2009, 05:49:43 pm »
Alright, so I have been working hard on implementing the event/hint code section. Whenever you enter a room with new features, your character might make a comment on how to use the new objects. And this also can be used for dialogue, ect... I did some revisions of the script, finally gave the Antagonist a name that I liked, and worked on save files. I'm debated whether or not to include hinted objects in the save file. In the game, there is a temp list so that you only give hints or comments once, so the user isn't annoyed by constant talking when you enter a room. I'm just not sure if this should carry on if you quit and restart.
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Serenity
«
Reply #112 on:
October 02, 2009, 12:22:33 am »
NIce, I would only give the advices once. Else it might get a bit annoying for the player.
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Builderboy
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Re: Serenity
«
Reply #113 on:
October 02, 2009, 12:54:09 am »
Well, yeah, thats what i'm already doing. What I'm debating is whether or not to do the same thing across saves and quits. IT would take up a lot more space, and might be unnecessary.
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Builderboy
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Re: Serenity
«
Reply #114 on:
October 03, 2009, 10:56:12 am »
Alright, I finished implementing save files, so now the Menu is able to do more than just look cool
I also finished the pause menu, which is the most advanced I've ever written. It has 2 pages, one for viewing keys and one for viewing items. On the page where you view Items you can select the current Item that you want to set to [Alpha]. On both pages it gives you the options to save your progress, restart the room, or exit the game.
I made the pause Menu ASCII because I find that when people pause, they don't want to wait for their pause menu to load!
And because it is also simpler than switching the graph screen out.
The Saving is going to be a lot like Trapped (See? I told you I was inspired!
) and Zelda in that when you save, it only saves your progress when you entered the room, so that any mistakes you've made that prevent you from exiting the room don't become a problem, and just to decrease the save file (Though its not very big). Restart room is an option also created for this purpose, just in case you get stuck or the like. Restart room will NOT restore your health to previous health though!
I had a lot of people take advantage of that in Trapped to the point where everybody was finishing the game with all possible lives.
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DJ Omnimaga
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Re: Serenity
«
Reply #115 on:
October 03, 2009, 05:43:05 pm »
more progress ^^
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noahbaby94
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Re: Serenity
«
Reply #116 on:
October 03, 2009, 10:18:42 pm »
I remember take advantage of that in trapped made the game much easier.
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That's what she said!!!
Builderboy
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Re: Serenity
«
Reply #117 on:
October 04, 2009, 01:09:33 pm »
Well the health in this game is a single station in each Sector that will renew all of your health, but trying to get to them might also make you loose health, so you need to be good!
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Builderboy
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Re: Serenity
«
Reply #118 on:
December 06, 2009, 11:50:27 pm »
Alright, I have begun work on this again (^^,) and I thought I might post some animations of the UI's that i will be using in the game. The first is a demonstration of the Main Menu, which allows file loading and creation. You can delete old files as well, and you get nice conformation messages when overwriting or deleting files ^^. The second is the pause menu, which has item selection, saving, and an extra page for key cards.
I am also working on a map system, since i opened up a lot of new space with XCOPY I decided a map system would greatly help people not get lost
It won't be a very complex system, just having boxes as rooms, and connections between the boxes that represent connected rooms. And since it takes a bit to render, it will be saved to an archived pic after you first view it
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: Serenity
«
Reply #119 on:
December 07, 2009, 12:06:00 am »
Nice that you're working on this again^^
I love how you can make some stuff look like ASM when it doesn't even use any ASM code, not even libs o.o
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Omnimaga
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Serenity
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Builderboy
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Serenity